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What are your party's combat tactics?
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<blockquote data-quote="Zhure" data-source="post: 29137" data-attributes="member: 308"><p>The monk races into combat, using his superior speed to get in the middle of the foe, then gets tagged by all of them and stumbles away from the enemy and the party to spend the rest of the fight ineffectually wandering about. Nothing from him, not even a slung stone from a safe distance.</p><p></p><p>The Barbarian/Fighter/Wizard buffs with "Expeditious Assault" and True Strike, then charges into combat and has his horse killed before he actually gets to the fight.</p><p></p><p>"Stumpy" the dwarver cleric makes a 5-ft step, casts a full round spell and gets tagged by an enemy archer, then loses his spell.</p><p></p><p>The Rogue/Ranger, anticipating someone will help him flank, tumbles into position, then is left hanging.</p><p></p><p>The PsyWar uses his advanced speed to be the sole hittable target after the monk gets toasted. He then slumbers through half the combat with his Improved Biofeedback + Animal Affinity (Str) + Expansion turning 12+ points of damage per hit into "sleepyhead" damage. Alternately, he does really well at healing since he gets twice as much back. The other outcome is he gets tagged with a lucky Dispel and he's a sub-par fighter.</p><p></p><p>The Fighter/Sorcerer launches a few magic missiles, never once having lost a spell to arcane spell failure chances. He then wades into combat and deals out horrific damage with his greatclub. On paper, he's the weakest of the mainline fighters, but in practice he's death on a stick.</p><p></p><p>When things do go well, they go really well. The PsyWar, the Barbarian/Fighter/Wizard and the Fighter/Sorcerer all have Cleave and can mash medium-size foes into gooey bits in an amazingly short time.</p><p></p><p>If we could get the monk to shoot himself in the foot and Stumpy to concentrate on quicker spells, we'd see some vast improvement. Most of our "tactical" failures revolve around not getting flank bonuses and burning too many spells on buff instead of heal/damage. There's a fine line where buff spells can bring your enemy to dead before he gets you and where you cast so many buffs a Dispel ruins all your options.</p><p></p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 29137, member: 308"] The monk races into combat, using his superior speed to get in the middle of the foe, then gets tagged by all of them and stumbles away from the enemy and the party to spend the rest of the fight ineffectually wandering about. Nothing from him, not even a slung stone from a safe distance. The Barbarian/Fighter/Wizard buffs with "Expeditious Assault" and True Strike, then charges into combat and has his horse killed before he actually gets to the fight. "Stumpy" the dwarver cleric makes a 5-ft step, casts a full round spell and gets tagged by an enemy archer, then loses his spell. The Rogue/Ranger, anticipating someone will help him flank, tumbles into position, then is left hanging. The PsyWar uses his advanced speed to be the sole hittable target after the monk gets toasted. He then slumbers through half the combat with his Improved Biofeedback + Animal Affinity (Str) + Expansion turning 12+ points of damage per hit into "sleepyhead" damage. Alternately, he does really well at healing since he gets twice as much back. The other outcome is he gets tagged with a lucky Dispel and he's a sub-par fighter. The Fighter/Sorcerer launches a few magic missiles, never once having lost a spell to arcane spell failure chances. He then wades into combat and deals out horrific damage with his greatclub. On paper, he's the weakest of the mainline fighters, but in practice he's death on a stick. When things do go well, they go really well. The PsyWar, the Barbarian/Fighter/Wizard and the Fighter/Sorcerer all have Cleave and can mash medium-size foes into gooey bits in an amazingly short time. If we could get the monk to shoot himself in the foot and Stumpy to concentrate on quicker spells, we'd see some vast improvement. Most of our "tactical" failures revolve around not getting flank bonuses and burning too many spells on buff instead of heal/damage. There's a fine line where buff spells can bring your enemy to dead before he gets you and where you cast so many buffs a Dispel ruins all your options. Greg [/QUOTE]
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